Core - Moved color sorter and quantizer to static classes

Nodes - Added colorgradient sort node
Nodes - Added GradientBuilder node
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Diogo Trindade authored and GitHub committed 2022-11-18 23:54:02 +01:00
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@@ -1,66 +0,0 @@
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using SkiaSharp;
namespace Artemis.Core.Services;
internal class ColorCube
{
private readonly List<SKColor> _colors;
internal ColorCube(IEnumerable<SKColor> colors)
{
if (colors.Count() < 2)
{
_colors = colors.ToList();
return;
}
int redRange = colors.Max(c => c.Red) - colors.Min(c => c.Red);
int greenRange = colors.Max(c => c.Green) - colors.Min(c => c.Green);
int blueRange = colors.Max(c => c.Blue) - colors.Min(c => c.Blue);
if (redRange > greenRange && redRange > blueRange)
_colors = colors.OrderBy(a => a.Red).ToList();
else if (greenRange > blueRange)
_colors = colors.OrderBy(a => a.Green).ToList();
else
_colors = colors.OrderBy(a => a.Blue).ToList();
}
internal bool TrySplit([NotNullWhen(true)] out ColorCube? a, [NotNullWhen(true)] out ColorCube? b)
{
if (_colors.Count < 2)
{
a = null;
b = null;
return false;
}
int median = _colors.Count / 2;
a = new ColorCube(_colors.GetRange(0, median));
b = new ColorCube(_colors.GetRange(median, _colors.Count - median));
return true;
}
internal SKColor GetAverageColor()
{
int r = 0, g = 0, b = 0;
for (int i = 0; i < _colors.Count; i++)
{
r += _colors[i].Red;
g += _colors[i].Green;
b += _colors[i].Blue;
}
return new SKColor(
(byte) (r / _colors.Count),
(byte) (g / _colors.Count),
(byte) (b / _colors.Count)
);
}
}
@@ -1,227 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using SkiaSharp;
namespace Artemis.Core.Services;
/// <inheritdoc />
internal class ColorQuantizerService : IColorQuantizerService
{
private static float GetScore(SKColor color, ColorType type, bool ignoreLimits = false)
{
static float InvertDiff(float value, float target)
{
return 1 - Math.Abs(value - target);
}
color.ToHsl(out float _, out float saturation, out float luma);
saturation /= 100f;
luma /= 100f;
if (!ignoreLimits &&
(saturation <= GetMinSaturation(type) || saturation >= GetMaxSaturation(type)
|| luma <= GetMinLuma(type) || luma >= GetMaxLuma(type)))
//if either saturation or luma falls outside the min-max, return the
//lowest score possible unless we're ignoring these limits.
return float.MinValue;
float totalValue = InvertDiff(saturation, GetTargetSaturation(type)) * weightSaturation +
InvertDiff(luma, GetTargetLuma(type)) * weightLuma;
const float totalWeight = weightSaturation + weightLuma;
return totalValue / totalWeight;
}
/// <inheritdoc />
public SKColor[] Quantize(IEnumerable<SKColor> colors, int amount)
{
if ((amount & (amount - 1)) != 0)
throw new ArgumentException("Must be power of two", nameof(amount));
Queue<ColorCube> cubes = new(amount);
cubes.Enqueue(new ColorCube(colors));
while (cubes.Count < amount)
{
ColorCube cube = cubes.Dequeue();
if (cube.TrySplit(out ColorCube? a, out ColorCube? b))
{
cubes.Enqueue(a);
cubes.Enqueue(b);
}
}
return cubes.Select(c => c.GetAverageColor()).ToArray();
}
/// <inheritdoc />
public SKColor FindColorVariation(IEnumerable<SKColor> colors, ColorType type, bool ignoreLimits = false)
{
float bestColorScore = 0;
SKColor bestColor = SKColor.Empty;
foreach (SKColor clr in colors)
{
float score = GetScore(clr, type, ignoreLimits);
if (score > bestColorScore)
{
bestColorScore = score;
bestColor = clr;
}
}
return bestColor;
}
/// <inheritdoc />
public ColorSwatch FindAllColorVariations(IEnumerable<SKColor> colors, bool ignoreLimits = false)
{
SKColor bestVibrantColor = SKColor.Empty;
SKColor bestLightVibrantColor = SKColor.Empty;
SKColor bestDarkVibrantColor = SKColor.Empty;
SKColor bestMutedColor = SKColor.Empty;
SKColor bestLightMutedColor = SKColor.Empty;
SKColor bestDarkMutedColor = SKColor.Empty;
float bestVibrantScore = 0;
float bestLightVibrantScore = 0;
float bestDarkVibrantScore = 0;
float bestMutedScore = 0;
float bestLightMutedScore = 0;
float bestDarkMutedScore = 0;
//ugly but at least we only loop through the enumerable once ¯\_(ツ)_/¯
foreach (SKColor color in colors)
{
static void SetIfBetterScore(ref float bestScore, ref SKColor bestColor, SKColor newColor, ColorType type, bool ignoreLimits)
{
float newScore = GetScore(newColor, type, ignoreLimits);
if (newScore > bestScore)
{
bestScore = newScore;
bestColor = newColor;
}
}
SetIfBetterScore(ref bestVibrantScore, ref bestVibrantColor, color, ColorType.Vibrant, ignoreLimits);
SetIfBetterScore(ref bestLightVibrantScore, ref bestLightVibrantColor, color, ColorType.LightVibrant, ignoreLimits);
SetIfBetterScore(ref bestDarkVibrantScore, ref bestDarkVibrantColor, color, ColorType.DarkVibrant, ignoreLimits);
SetIfBetterScore(ref bestMutedScore, ref bestMutedColor, color, ColorType.Muted, ignoreLimits);
SetIfBetterScore(ref bestLightMutedScore, ref bestLightMutedColor, color, ColorType.LightMuted, ignoreLimits);
SetIfBetterScore(ref bestDarkMutedScore, ref bestDarkMutedColor, color, ColorType.DarkMuted, ignoreLimits);
}
return new ColorSwatch
{
Vibrant = bestVibrantColor,
LightVibrant = bestLightVibrantColor,
DarkVibrant = bestDarkVibrantColor,
Muted = bestMutedColor,
LightMuted = bestLightMutedColor,
DarkMuted = bestDarkMutedColor
};
}
#region Constants
private const float targetDarkLuma = 0.26f;
private const float maxDarkLuma = 0.45f;
private const float minLightLuma = 0.55f;
private const float targetLightLuma = 0.74f;
private const float minNormalLuma = 0.3f;
private const float targetNormalLuma = 0.5f;
private const float maxNormalLuma = 0.7f;
private const float targetMutesSaturation = 0.3f;
private const float maxMutesSaturation = 0.3f;
private const float targetVibrantSaturation = 1.0f;
private const float minVibrantSaturation = 0.35f;
private const float weightSaturation = 3f;
private const float weightLuma = 5f;
private static float GetTargetLuma(ColorType colorType)
{
return colorType switch
{
ColorType.Vibrant => targetNormalLuma,
ColorType.LightVibrant => targetLightLuma,
ColorType.DarkVibrant => targetDarkLuma,
ColorType.Muted => targetNormalLuma,
ColorType.LightMuted => targetLightLuma,
ColorType.DarkMuted => targetDarkLuma,
_ => throw new ArgumentException(nameof(colorType))
};
}
private static float GetMinLuma(ColorType colorType)
{
return colorType switch
{
ColorType.Vibrant => minNormalLuma,
ColorType.LightVibrant => minLightLuma,
ColorType.DarkVibrant => 0f,
ColorType.Muted => minNormalLuma,
ColorType.LightMuted => minLightLuma,
ColorType.DarkMuted => 0,
_ => throw new ArgumentException(nameof(colorType))
};
}
private static float GetMaxLuma(ColorType colorType)
{
return colorType switch
{
ColorType.Vibrant => maxNormalLuma,
ColorType.LightVibrant => 1f,
ColorType.DarkVibrant => maxDarkLuma,
ColorType.Muted => maxNormalLuma,
ColorType.LightMuted => 1f,
ColorType.DarkMuted => maxDarkLuma,
_ => throw new ArgumentException(nameof(colorType))
};
}
private static float GetTargetSaturation(ColorType colorType)
{
return colorType switch
{
ColorType.Vibrant => targetVibrantSaturation,
ColorType.LightVibrant => targetVibrantSaturation,
ColorType.DarkVibrant => targetVibrantSaturation,
ColorType.Muted => targetMutesSaturation,
ColorType.LightMuted => targetMutesSaturation,
ColorType.DarkMuted => targetMutesSaturation,
_ => throw new ArgumentException(nameof(colorType))
};
}
private static float GetMinSaturation(ColorType colorType)
{
return colorType switch
{
ColorType.Vibrant => minVibrantSaturation,
ColorType.LightVibrant => minVibrantSaturation,
ColorType.DarkVibrant => minVibrantSaturation,
ColorType.Muted => 0,
ColorType.LightMuted => 0,
ColorType.DarkMuted => 0,
_ => throw new ArgumentException(nameof(colorType))
};
}
private static float GetMaxSaturation(ColorType colorType)
{
return colorType switch
{
ColorType.Vibrant => 1f,
ColorType.LightVibrant => 1f,
ColorType.DarkVibrant => 1f,
ColorType.Muted => maxMutesSaturation,
ColorType.LightMuted => maxMutesSaturation,
ColorType.DarkMuted => maxMutesSaturation,
_ => throw new ArgumentException(nameof(colorType))
};
}
#endregion
}
@@ -1,39 +0,0 @@
using SkiaSharp;
namespace Artemis.Core.Services;
/// <summary>
/// Swatch containing the known useful color variations.
/// </summary>
public struct ColorSwatch
{
/// <summary>
/// The <see cref="ColorType.Vibrant" /> component.
/// </summary>
public SKColor Vibrant { get; init; }
/// <summary>
/// The <see cref="ColorType.LightVibrant" /> component.
/// </summary>
public SKColor LightVibrant { get; init; }
/// <summary>
/// The <see cref="ColorType.DarkVibrant" /> component.
/// </summary>
public SKColor DarkVibrant { get; init; }
/// <summary>
/// The <see cref="ColorType.Muted" /> component.
/// </summary>
public SKColor Muted { get; init; }
/// <summary>
/// The <see cref="ColorType.LightMuted" /> component.
/// </summary>
public SKColor LightMuted { get; init; }
/// <summary>
/// The <see cref="ColorType.DarkMuted" /> component.
/// </summary>
public SKColor DarkMuted { get; init; }
}
@@ -1,37 +0,0 @@
namespace Artemis.Core.Services;
/// <summary>
/// The types of relevant colors in an image.
/// </summary>
public enum ColorType
{
/// <summary>
/// Represents a saturated color.
/// </summary>
Vibrant,
/// <summary>
/// Represents a saturated and light color.
/// </summary>
LightVibrant,
/// <summary>
/// Represents a saturated and dark color.
/// </summary>
DarkVibrant,
/// <summary>
/// Represents a desaturated color.
/// </summary>
Muted,
/// <summary>
/// Represents a desaturated and light color.
/// </summary>
LightMuted,
/// <summary>
/// Represents a desaturated and dark color.
/// </summary>
DarkMuted
}
@@ -1,46 +0,0 @@
using System.Collections.Generic;
using SkiaSharp;
namespace Artemis.Core.Services;
/// <summary>
/// A service providing a pallette of colors in a bitmap based on vibrant.js
/// </summary>
public interface IColorQuantizerService : IArtemisService
{
/// <summary>
/// Reduces an <see cref="IEnumerable{SKColor}" /> to a given amount of relevant colors. Based on the Median Cut
/// algorithm
/// </summary>
/// <param name="colors">The colors to quantize.</param>
/// <param name="amount">The number of colors that should be calculated. Must be a power of two.</param>
/// <returns>The quantized colors.</returns>
public SKColor[] Quantize(IEnumerable<SKColor> colors, int amount);
/// <summary>
/// Finds colors with certain characteristics in a given <see cref="IEnumerable{SKColor}" />.
/// <para />
/// Vibrant variants are more saturated, while Muted colors are less.
/// <para />
/// Light and Dark colors have higher and lower lightness values, respectively.
/// </summary>
/// <param name="colors">The colors to find the variations in</param>
/// <param name="type">Which type of color to find</param>
/// <param name="ignoreLimits">
/// Ignore hard limits on whether a color is considered for each category. Result may be
/// <see cref="SKColor.Empty" /> if this is false
/// </param>
/// <returns>The color found</returns>
public SKColor FindColorVariation(IEnumerable<SKColor> colors, ColorType type, bool ignoreLimits = false);
/// <summary>
/// Finds all the color variations available and returns a struct containing them all.
/// </summary>
/// <param name="colors">The colors to find the variations in</param>
/// <param name="ignoreLimits">
/// Ignore hard limits on whether a color is considered for each category. Some colors may be
/// <see cref="SKColor.Empty" /> if this is false
/// </param>
/// <returns>A swatch containing all color variations</returns>
public ColorSwatch FindAllColorVariations(IEnumerable<SKColor> colors, bool ignoreLimits = false);
}